/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#include "gamePCH.h"
#include "Creature.h"
#include "CreatureAISelector.h"
#include "PassiveAI.h"

#include "MovementGenerator.h"
#include "Pet.h"
#include "TemporarySummon.h"
#include "CreatureAIFactory.h"
#include "ScriptMgr.h"

namespace FactorySelector {
CreatureAI* selectAI(Creature *creature) {
	const CreatureAICreator *ai_factory = NULL;
	CreatureAIRegistry& ai_registry(*CreatureAIRepository::instance());

	if (creature->isPet())
		ai_factory = ai_registry.GetRegistryItem("PetAI");

	//scriptname in db
	if (!ai_factory)
		if (CreatureAI * scriptedAI = sScriptMgr->GetCreatureAI(creature))
			return scriptedAI;

	// AIname in db
	std::string ainame = creature->GetAIName();
	if (!ai_factory && !ainame.empty())
		ai_factory = ai_registry.GetRegistryItem(ainame.c_str());

	// select by NPC flags
	if (!ai_factory) {
		if (creature->IsVehicle())
			ai_factory = ai_registry.GetRegistryItem("VehicleAI");
		else if (creature->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN)
				&& ((Guardian*) creature)->GetOwner()->GetTypeId()
						== TYPEID_PLAYER)
			ai_factory = ai_registry.GetRegistryItem("PetAI");
		else if (creature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK))
			ai_factory = ai_registry.GetRegistryItem("NullCreatureAI");
		else if (creature->isGuard())
			ai_factory = ai_registry.GetRegistryItem("GuardAI");
		else if (creature->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN))
			ai_factory = ai_registry.GetRegistryItem("PetAI");
		else if (creature->isTotem())
			ai_factory = ai_registry.GetRegistryItem("TotemAI");
		else if (creature->isTrigger()) {
			if (creature->m_spells[0])
				ai_factory = ai_registry.GetRegistryItem("TriggerAI");
			else
				ai_factory = ai_registry.GetRegistryItem("NullCreatureAI");
		} else if (creature->GetCreatureType() == CREATURE_TYPE_CRITTER
				&& !creature->HasUnitTypeMask(UNIT_MASK_GUARDIAN))
			ai_factory = ai_registry.GetRegistryItem("CritterAI");
	}

	// select by permit check
	if (!ai_factory) {
		int best_val = -1;
		typedef CreatureAIRegistry::RegistryMapType RMT;
		RMT const &l = ai_registry.GetRegisteredItems();
		for (RMT::const_iterator iter = l.begin(); iter != l.end(); ++iter) {
			const CreatureAICreator *factory = iter->second;
			const SelectableAI *p = dynamic_cast<const SelectableAI *>(factory);
			ASSERT(p != NULL);
			int val = p->Permit(creature);
			if (val > best_val) {
				best_val = val;
				ai_factory = p;
			}
		}
	}

	// select NullCreatureAI if not another cases
	ainame = (ai_factory == NULL) ? "NullCreatureAI" : ai_factory->key();

	//sLog->outDebug(LOG_FILTER_TSCR, "Creature %u used AI is %s.", creature->GetGUIDLow(), ainame.c_str()); Not ready to use just yet.
	sLog->outStaticDebug("Creature %u used AI is %s.", creature->GetGUIDLow(),
			ainame.c_str());
	return (ai_factory == NULL ?
			new NullCreatureAI(creature) : ai_factory->Create(creature));
}

MovementGenerator* selectMovementGenerator(Creature *creature) {
	MovementGeneratorRegistry& mv_registry(
			*MovementGeneratorRepository::instance());
	ASSERT(creature->GetCreatureInfo() != NULL);
	const MovementGeneratorCreator *mv_factory = mv_registry.GetRegistryItem(
			creature->GetDefaultMovementType());

	/* if (mv_factory == NULL)
	 {
	 int best_val = -1;
	 StringVector l;
	 mv_registry.GetRegisteredItems(l);
	 for (StringVector::iterator iter = l.begin(); iter != l.end(); ++iter)
	 {
	 const MovementGeneratorCreator *factory = mv_registry.GetRegistryItem((*iter).c_str());
	 const SelectableMovement *p = dynamic_cast<const SelectableMovement *>(factory);
	 ASSERT(p != NULL);
	 int val = p->Permit(creature);
	 if (val > best_val)
	 {
	 best_val = val;
	 mv_factory = p;
	 }
	 }
	 }*/

	return (mv_factory == NULL ? NULL : mv_factory->Create(creature));
}

GameObjectAI* SelectGameObjectAI(GameObject *go) {
	const GameObjectAICreator *ai_factory = NULL;
	GameObjectAIRegistry& ai_registry(*GameObjectAIRepository::instance());

	ai_factory = ai_registry.GetRegistryItem(go->GetAIName());

	//future goAI types go here

	std::string ainame =
			(ai_factory == NULL || go->GetScriptId()) ?
					"NullGameObjectAI" : ai_factory->key();

	//sLog->outDebug(LOG_FILTER_TSCR, "GameObject %u used AI is %s.", go->GetGUIDLow(), ainame.c_str()); Not ready to use just yet.
	sLog->outStaticDebug("GameObject %u used AI is %s.", go->GetGUIDLow(),
			ainame.c_str());

	return (ai_factory == NULL ?
			new NullGameObjectAI(go) : ai_factory->Create(go));
}
}
